In this course from the Epic Online Learning Team, create more efficient projects by dividing and organizing your Blueprints by functionality. Let’s examine the Components of Blueprints and how to modify them to suit our project needs. We will also explore the hierarchy of Objects within a Level and how to directly communicate with specific Object Blueprints.
https://dev.epicgames.com/community/learning/courses/LWv/unreal-engine-blueprint-communication
Hey Mathew, big fan of your tutorials… but it seems like there is one video missing? - Between “Public Variables” and “Blueprint Interfaces”, there may be a "Blueprint Casting "Video missing.
At the end of the Public Variables video, you call it out, but there is no casting video. And when starting on the Interface videos, you show us the BP_Trigger Event that seems to have been built using casting.
Let me know if I am not looking in the right place
Hello MoonLunatic,
You are correct, one of the modules was missing and has now been found. We bribed it with some cookies and convinced it to come back to the course that it wandered off from so now the entire course should be back to normal!
Thank you for the heads up, we appreciate it =)
-Matt, Epic Online Learning
Lovely! Thanks again for your fantastic work. Always been a big fan of the WTF series
Loved this course. While blueprints aren’t entirely new to me this really nicely summed up everything and filled in gaps in my knowledge I didn’t know I had, which is incredibly helpful!
Rly good course it was easy to follow and not to fast or to slow simply perfect.
Fantastic course!
Very easy to follow and explains some tricky concepts well. BP interfaces and Event dispatchers can be daunting but much less so after Matthew’s explanations!
Critical learning for aspiring indie game devs in my opinion. Thanks so much for sharing this
This was excellent! Was a great refresher course for elemental steps with blueprints. I like the updated version of some of the blueprint ninja challenges. Great tutorials as always Matthew!
hi,
thanks a lot for this great course. you explained all perfect it was a great time watching all parts
cheers
This was great. You explained everything very well, which made it very easy to follow. Thank you so much for sharing your knowledge! Stay safe out there bud.
Hi everyone,
I have a question about the Blueprint Interface. Please take a look at the picture below.
I wonder why we need to implement BPI_LearningKit_PlayerInteractions in BP_Communication_Character? Since the character is going to call the “Interact With” function and pass along the object reference which is BP_TriggerPickup in the Array Element, the BP_Communication_Character should send the signal to the “Event Interact With” in the BP_TriggerPickup.
The BP_TriggerPickup should be the one that needs to implement BPI_LearningKit_PlayerInteractions and it does. I thought that way so I remove the BPI_LearningKit_PlayerInteractions out of BP_Communication_Character but then the Ramp didn’t pop up from the ground.
So please help me on explaining why BP_Communication_Character needs to add BPI_LearningKit_PlayerInteractions as well.
Thank you.
Giap.
Hi guys,
After resetting Unreal and tried again by removing the BPI_LearningKit_PlayerInteraction interface out of BP_Communication_Character and it worked. The ramp did appear. But I still wondering why Mathew implemented the interface in BP_Communication_Character since it only needs to send the message out to the BP_TriggerPickup.
Thanks for the course, im a little smarter again. But i couldnt find “replace selected actor with” in UE 5.1, any idea where that is?
Hello Stroblbros,
I had a check in 5.1 and it looks like the option is still there but they added more options to it. You need to make sure you have a good asset selected in the Content Browser and make sure you are right clicking on an actor in the world that can be replaced and it should show up like in this screenshot from 5.1.
-Matt, Epic Online Learning
just completed this course and i think it’s really good fundamentals course for blueprints, event graph, variable, custom event, event dispatcher and get actors, thank you
At 1:28 in the Blueprint Interfaces module: If you can’t get “BP_Trigger” to print on screen when left-clicking while standing on the trigger button, it’s because BP_Communications_Character’s InteractionCapsule component isn’t actually overlapping with it. One way to make them overlap is by selecting the BP_Trigger in the world and setting its z-axis scale to 2.0
. “BP_Trigger” should now appear when attempting to print it.
In event dispatcher, TXT_collectibles text reference var is already available, but I missed it’s creation in video. Had to google that part.
Not sure if it’s me being blind, something was lost in editing or a sneaky trick to make me do some homework in process.
Great course overall. This is exactly kind of stuff UE newbs like me need to learn as soon as possible.
Thanks for the guide. I just hope I remember all of this when I need it. I think that is my main problem with using Unreal Engine. The information doesn’t stick or when I need it I am unable to recall it.
I’m in the trigger lesson and am getting an infinite loop error on the DoorClose event. When I add a print for debugging it looks like overlap end is being triggered twice, maybe that’s related? Can’t see anything I did differently from the video though. Anyone else hit this?
Just as a bit of feedback - I found this series VERY easy to follow along with and understand until we got to the Blueprint Interfaces lesson. There were two issues for me:
- You seemed to have an extra item under ‘Interfaces’ on the BP_Communications_Character that I did not. It didn’t stop things working, but I didn’t understand why. Would this be down to a version issue?
- More importantly, it just felt like we made a lot of changes without any tests or ability to see a point of difference. It was the first thing in the series I felt I would have no chance in remembering how to replicate.
Otherwise, thank you for putting together a series on BP communication, it was extremely useful.